var player;
var needCanvasUpdate = true;
var NaNalert = false;
var gameEnded = false;

// Don't change this
const TMT_VERSION = {
	tmtNum: "2.1.3.1",
	tmtName: "We should have thought of this sooner!"
}

function finishedChallenges(layer, data){
	return challengeCompletions(layer, data) == (layers[layer].challenges[data].completionLimit || 1)
}

function getResetGain(layer, useType = null) {
	let type = useType
	if (!useType) type = tmp[layer].type
	if(tmp[layer].type == "none")
		return new Decimal (0)
	if (tmp[layer].gainExp.eq(0)) return new Decimal(0)
	if (type=="static") {
		if ((!tmp[layer].canBuyMax) || tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(1)
		let gain = tmp[layer].baseAmount.div(tmp[layer].requires).div(tmp[layer].gainMult).max(1).log(tmp[layer].base).times(tmp[layer].gainExp).pow(Decimal.pow(tmp[layer].exponent, -1))
		return gain.floor().sub(player[layer].points).add(1).max(1);
	} else if (type=="normal"){
		if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
		let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
		if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
		return gain.floor().max(0);
	} else if (type=="custom"){
		return layers[layer].getResetGain()
	} else {
		return new Decimal(0)
	}
}

function getNextAt(layer, canMax=false, useType = null) {
	let type = useType
	if (!useType) type = tmp[layer].type
	if(tmp[layer].type == "none")
		return new Decimal (Infinity)

	if (tmp[layer].gainMult.lte(0)) return new Decimal(Infinity)
	if (tmp[layer].gainExp.lte(0)) return new Decimal(Infinity)

	if (type=="static") 
	{
		if (!tmp[layer].canBuyMax) canMax = false
		let amt = player[layer].points.plus((canMax&&tmp[layer].baseAmount.gte(tmp[layer].nextAt))?tmp[layer].resetGain:0)
		let extraCost = Decimal.pow(tmp[layer].base, amt.pow(tmp[layer].exponent).div(tmp[layer].gainExp)).times(tmp[layer].gainMult)
		let cost = extraCost.times(tmp[layer].requires).max(tmp[layer].requires)
		if (tmp[layer].roundUpCost) cost = cost.ceil()
		return cost;
	} else if (type=="normal"){
		let next = tmp[layer].resetGain.add(1)
		if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
		next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires)
		if (tmp[layer].roundUpCost) next = next.ceil()
		return next;
	} else if (type=="custom" && layers[layer].getNextAt != undefined){
		return layers[layer].getNextAt(canMax)
	} else {
		return new Decimal(0)
	}}

// Return true if the layer should be highlighted. By default checks for upgrades only.
function shouldNotify(layer){
	for (id in tmp[layer].upgrades){
		if (!isNaN(id)){
			if (canAffordUpgrade(layer, id) && !hasUpgrade(layer, id) && tmp[layer].upgrades[id].unlocked){
				return true
			}
		}
	}

	if (layers[layer].shouldNotify){
		return layers[layer].shouldNotify()
	}
	else 
		return false
}

function canReset(layer)
{
	if (tmp[layer].type == "normal")
		return tmp[layer].baseAmount.gte(tmp[layer].requires)
	else if (tmp[layer].type== "static")
		return tmp[layer].baseAmount.gte(tmp[layer].nextAt) 
	if (tmp[layer].type == "none")
		return false
	else if (layers[layer].canReset != undefined)
		return layers[layer].canReset()
	else return tmp[layer].baseAmount.gte(tmp[layer].requires)
}

function rowReset(row, layer) {
	if (row == "side") {
		for (lr in ROW_LAYERS["side"]){
			if (layers[lr].doReset) {
				player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
				layers[lr].doReset(layer)
			}
		}
		return
	}
	let order = Object.keys(ROW_LAYERS[row])
	if (row == 3) order = order.reverse()
	for (let i = 0; i < order.length; i ++){
		lr = order[i]
		if (layers[lr].doReset) {
			player[lr].activeChallenge = null // Exit challenges on any row reset on an equal or higher row
			layers[lr].doReset(layer)
		}
		else if(tmp[layer].row > tmp[lr].row && row !== "side") layerDataReset(lr)
	}
}

function layerDataReset(layer, keep = []) {
	let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked

	for (thing in keep) {
		if (player[layer][keep[thing]] !== undefined)
			storedData[keep[thing]] = player[layer][keep[thing]]
	}

	player[layer] = layers[layer].startData();
	player[layer].upgrades = []
	player[layer].milestones = []
	player[layer].challenges = getStartChallenges(layer)
	resetBuyables(layer)
	if (layers[layer].clickables && !player[layer].clickables) 
		player[layer].clickables = getStartClickables(layer)

	for (thing in storedData) {
		player[layer][thing] =storedData[thing]
	}
}

function resetBuyables(layer){
	if (layers[layer].buyables) player[layer].buyables = getStartBuyables(layer)
	player[layer].spentOnBuyables = new Decimal(0)
}


function addPoints(layer, gain) {
	player[layer].points = player[layer].points.add(gain).max(0)
	if (player[layer].best) player[layer].best = player[layer].best.max(player[layer].points)
	if (player[layer].total) player[layer].total = player[layer].total.add(gain)
	if (player[layer].bestOnce) player[layer].bestOnce = player[layer].bestOnce.max(gain)
}

function generatePoints(layer, diff) {
	addPoints(layer, tmp[layer].resetGain.times(diff))
}

var prevOnReset

function doReset(layer, force=false) {
	let row = tmp[layer].row
	if (!force) {
		if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return;
		let gain = tmp[layer].resetGain
		if (tmp[layer].type=="static") {
			if (tmp[layer].baseAmount.lt(tmp[layer].nextAt)) return;
			gain =(tmp[layer].canBuyMax ? gain : 1)
		} 
		if (tmp[layer].type=="custom") {
			if (!tmp[layer].canReset) return;
		} 

		let timesMult = hasUpgrade("o", 13) && layer == "sp" ? 5 : 1
		if (hasMilestone("c", 1) && layer == "sp") timesMult *= 3
		if (hasMilestone("c", 2) && layer == "sp") timesMult *= 5
		if (devSpeedUp) timesMult *= 2

		timesMult = Math.floor(timesMult)
		if (player[layer].times != undefined) player[layer].times += timesMult

		if (layers[layer].onPrestige)
			layers[layer].onPrestige(gain)
		
		addPoints(layer, gain)
		updateMilestones(layer)
		updateAchievements(layer)

		if (!player[layer].unlocked) {
			player[layer].unlocked = true;
			needCanvasUpdate = true;

			if (tmp[layer].increaseUnlockOrder){
				lrs = tmp[layer].increaseUnlockOrder
				for (lr in lrs)
					if (!player[lrs[lr]].unlocked) player[lrs[lr]].unlockOrder++
			}
		}
		tmp[layer].baseAmount = new Decimal(0) // quick fix
	}
	if (tmp[layer].resetsNothing) return

	for (layerResetting in layers) {
		if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
	}

	prevOnReset = {...player} //Deep Copy
	player.points = (row == 0 ? new Decimal(0) : getStartPoints())

	for (let x = row; x >= 0; x--) rowReset(x, layer)
	rowReset("side", layer)
	prevOnReset = undefined

	updateTemp()
	updateTemp()
}

function resetRow(row) {
	if (prompt('Are you sure you want to reset this row? It is highly recommended that you wait until the end of your current run before doing this! Type "I WANT TO RESET THIS" to confirm')!="I WANT TO RESET THIS") return
	let pre_layers = ROW_LAYERS[row-1]
	let layers = ROW_LAYERS[row]
	let post_layers = ROW_LAYERS[row+1]
	rowReset(row+1, post_layers[0])
	doReset(pre_layers[0], true)
	for (let layer in layers) {
		player[layer].unlocked = false
		if (player[layer].unlockOrder) player[layer].unlockOrder = 0
	}
	player.points = getStartPoints()
	updateTemp();
	resizeCanvas();
}

function startChallenge(layer, x) {
	let enter = false
	if (!player[layer].unlocked) return
	if (player[layer].activeChallenge == x) {
		completeChallenge(layer, x)
		delete player[layer].activeChallenge
	} else {
		enter = true
	}	
	doReset(layer, true)
	if (layer == "b") doReset("am", true)
	if (enter) player[layer].activeChallenge = x

	updateChallengeTemp(layer)
}

function canCompleteChallenge(layer, x){
	if (x != player[layer].activeChallenge) return

	let challenge = tmp[layer].challenges[x] 

	if (challenge.currencyInternalName){
		let name = challenge.currencyInternalName
		if (challenge.currencyLocation){
			return !(challenge.currencyLocation[name].lt(challenge.goal)) 
		}
		else if (challenge.currencyLayer){
			let lr = challenge.currencyLayer
			return !(player[lr][name].lt(readData(challenge.goal))) 
		}
		else {
			return !(player[name].lt(challenge.goal))
		}
	}
	else {
		return !(player[layer].points.lt(challenge.goal))
	}
}

function completeChallenge(layer, x) {
	var x = player[layer].activeChallenge
	if (!x) return
	if (layer == "sp") {
		let pts = layers.sp.challenges.getPointGain()
		if (x == 11) player.sp.chall1points = player.sp.chall1points.max(pts)
		if (x == 12) player.sp.chall2points = player.sp.chall2points.max(pts)
		if (x == 21) player.sp.chall3points = player.sp.chall3points.max(pts)
		if (x == 22) player.sp.chall4points = player.sp.chall4points.max(pts)
	}
	if (!canCompleteChallenge(layer, x)){
		delete player[layer].activeChallenge
		return
	}
	if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit || player[layer].challenges[x] == undefined) {
		needCanvasUpdate = true
		player[layer].challenges[x] += 1
		if (layers[layer].challenges[x].onComplete) layers[layer].challenges[x].onComplete()
	}
	while (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
		if (layer == "b" && x == 12) break

		tmp[layer].challenges[x].goal = layers[layer].challenges[x].goal
		if (typeof tmp[layer].challenges[x].goal == "function"){
			tmp[layer].challenges[x].goal = tmp[layer].challenges[x].goal()
		}
		
		if (canCompleteChallenge(layer, x)) player[layer].challenges[x] += 1
		else break
	}
	delete player[layer].activeChallenge
	updateChallengeTemp(layer)
}

VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "")
VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "")

function gameLoop(diff) {
	if (isEndgame() || gameEnded) gameEnded = 1

	if (isNaN(diff)) diff = 0
	if (gameEnded && !player.keepGoing) {
		diff = 0
		player.tab = "gameEnded"
	}
	if (player.devSpeed) diff *= player.devSpeed

	let limit = maxTickLength()
	if (diff > limit) diff = limit

	addTime(diff)
	player.points = player.points.add(tmp.pointGen.times(diff)).max(0)

	for (x = 0; x <= maxRow; x++){
		for (item in TREE_LAYERS[x]) {
			let layer = TREE_LAYERS[x][item].layer
			if (layers[layer].update) layers[layer].update(diff);
		}
	}

	for (row in OTHER_LAYERS){
		for (item in OTHER_LAYERS[row]) {
			let layer = OTHER_LAYERS[row][item].layer
			if (layers[layer].update) layers[layer].update(diff);
		}
	}	

	for (x = maxRow; x >= 0; x--){
		for (item in TREE_LAYERS[x]) {
			let layer = TREE_LAYERS[x][item].layer
			if (layers[layer].automate) layers[layer].automate();
		}
	}

	for (row in OTHER_LAYERS){
		for (item in OTHER_LAYERS[row]) {
			let layer = OTHER_LAYERS[row][item].layer
			if (layers[layer].automate) layers[layer].automate();
		}
	}

	for (layer in layers){
		if (layers[layer].milestones) updateMilestones(layer);
		if (layers[layer].achievements) updateAchievements(layer)
	}

	if (player.hasNaN&&!NaNalert) {
		clearInterval(interval);
		player.autosave = false;
		NaNalert = true;

		alert("We have detected a corruption in your save. Please visit one of the discords in the info panel for help.")
	}
}

function hardReset() {
	if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return
	player = getStartPlayer()
	save();
	window.location.reload();
}

var ticking = false
var devstop = false

function aboveZero(){
	list = ["i", "am", "a", "m", "e", "p", "n", "g", "q", "s", "b", "sp", "pi", "c", "o"]
	for (let i = 0; i < list.length; i ++){
		player[list[i]].points = player[list[i]].points.max(0)
	}
}

var interval = setInterval(function() {
	if (player===undefined||tmp===undefined) return;
	if (ticking) return;
	if (gameEnded&&!player.keepGoing) return;
	if (devstop) return
	ticking = true
	let now = Date.now()
	let diff = (now - player.time) / 1e3
	if (player.offTime !== undefined) {
		if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offTime.remain = modInfo.offlineLimit * 3600000
		if (player.offTime.remain > 0) {
			let offlineDiff = Math.max(player.offTime.remain / 10, diff)
			player.offTime.remain -= offlineDiff
			diff += offlineDiff
		}
		if (!player.offlineProd || player.offTime.remain <= 0) delete player.offTime
	}
	if (player.devSpeed != undefined) diff *= player.devSpeed
	player.time = now
	if (needCanvasUpdate) resizeCanvas();
	aboveZero()
	updateTemp();
	gameLoop(diff)
	ticking = false
}, 50)
